About Ezren
Ezren was raised as a younger son of a successful spice merchant. He enjoyed the comforts
of a well-to-do family, lived in a neighborhood relatively safe from crime, and had no
lofty ambitions. However, when the church of the merchant god accused his father of
heresy and corruption, ruining the family business, Ezren was determined to prove his

Wizard

father’s innocence. To his shock, the church’s accusations were true. Outraged, Ezren left
his home and began studying magic on his own, as no wizard would take a 40-yearold as an apprentice. Now he wants to travel the world and make a difference in other
peoples’ lives. Ezren is skeptical of human nature, and puts his trust in his own brilliant
intellect and magical abilities.

Play this Wizard character
if you’d like to be good at:
Blasting enemies with fire
Throwing weapons
with telekinesis
Knowing secrets about magic
Knowing secrets about
ancient Lore
Using magic scrolls

A Your Character Sheet

This character sheet gives you all the information you need to make
dice rolls for your wizard character. It also gives you places to keep
track of your equipment and treasure.

Sometimes you have to make an ability check to do something
simple, like break open a door or remember the name of an
innkeeper. You make an ability check by rolling 1d20 and adding
the Ability Modifier (not the Ability Score). For example, to make
an INT check you roll 1d20+3 (because your INT Mod is +3).

C Human Racial Traits

®

Hit
Points

Class Features

Fortitude save

CLASS

Reflex save

CLASS

Will save
Attack bonus

CLASS

+
+
+

0
0

2
0

CON Mod

1

dex Mod

0

wis Mod

2

+
+
+

O
1

XP
Level

MISC

2

MISC

MISC

7

=
=
=

skill Ranks

ToTal

+3

ToTal

Hand of the Apprentice lets you throw your staff up to 30

+4
6

Arcane Bond: 1 time per day
Hand of the Apprentice: 7 times per day

Racial Traits

20

Class
Skill? Ranks

0

Disable Device*
1

Heal
Knowledge Arcana*
Knowledge Dungeoneering*
Knowledge Geography*

Cast a spell or cantrip
Use arcane bond or hand of the apprentice (Section F)
Attack with a weapon (you’re allowed to attack diagonally)
Use a magic item (like a potion or wand)
Move up to 30 feet

You make a skill check when you try to use a skill. Higher numbers
are better. Roll 1d20 and add the Total (the last column) for that
skill. For example, to make a Spellcraft check you roll 1d20+7. You’re
trying to equal or exceed the Difficulty Class (DC) number for the
skill. You can use a skill only if there is a number in its Total box.

✔
✔
✔
✔
✔
✔
✔

Ride

0
0

✔

SteALTh

E

1

1

Sense motive

*Trained Only

1

Perception

Spellcraft*

You can make one attack once per round on your turn. To
attack, roll 1d20 and add your attack bonus for that weapon.
For example, your quarterstaff attack is 1d20+1. If your
total is equal to or higher than your enemy’s Armor Class, you hit
and roll damage! Rolling a 20 always hits. Rolling a 1 always misses.

i Feats
Great Fortitude: You have a +2 bonus built into your Fortitude save.
Improved Initiative: You have a +4 bonus built into your
initiative total.

J EQuipment

Ammunition

80 feet

Your equipment is on the
right side of this page

K

TOTAL

Light Crossbow

Weapon
Weapon

+0
+7

0

Attack
Bonus

AC
+3

Attack bonus

=
=
=

DEX Mod

Ranged Attack
0
0
Weapon Quarterstaff

+7

+7

4

Attack bonus

+3

Shields

heavy crossbow
light crossbow

Weapons And Attacks

-1

Armor and weapon Proficiencies

club
dagger

G Combat
You make an initiative check to see who goes first in combat. The
20

Acrobatics

As a wizard, you’re trained in history, magical learning, and other
areas of knowledge.

feet with the power of your mind. Roll 1d20+3 to hit. If you hit, roll
1d6+1 for damage. Your staff flies back to you automatically.

highest roll goes first, second-highest goes second, and so on.

Bonus Skill Ranks

Skills

Wizard Class Features

Arcane Bond lets you cast any one of your spells an extra time.

+0

Speed 30 Feet (6 Squares)

D

You make a saving throw by rolling 1d20 and adding the
Total for the kind of save you’re making. For example,
your Will save is 1d20+4. Rolling a 20 on the die always
succeeds. Rolling a 1 on the die always fails.

ToTal

Bonus Feat

Skill Checks
D Making
Skills are things that anyone can do, like climb or swim.

20

TOTAL

10

light crossbow
crossbow bolts (10)
dagger
quarterstaff
backpack

bedroll
belt pouch
candles
sack
set of clothes

spellbook
torches (10)
trail rations (5 days)
waterskin
6 gp

K Spells
You have prepared two spells: burning hands and magic missile.
When you cast a spell, mark it off for the day. Remember that your
arcane bond class feature (Section F) lets you cast one spell an
extra time. Each day, your spells come back.

Burning Hands: You create a cone of fire that extends 15 feet
from you. Creatures in the cone take 1d4 fire damage. They get a
Reflex saving throw with a Difficulty Class (DC) of 14 for half damage.

Magic Missile: You shoot a blast of magic at one enemy that
deals 1d4+1 damage.

Cantrips

You can cast detect magic and ray of frost as often as you want.

Detect Magic: Detects magic within 60 feet, or identifies a
magic item you’re holding.
Ray of Frost: Make a ranged attack roll (1d20) against a
creature within 30 feet. If you hit its touch Armor Class, the
creature takes 1d3 points of cold damage.